hex-world
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    Interface MapSkirtMeshOptions

    Look of the cut earth. Every colour is a soil tone; the defaults are a loam palette.

    interface MapSkirtMeshOptions {
        material?: ShaderMaterial;
        elevationScale?: number;
        perturbStrength?: number;
        elevPerturbStrength?: number;
        noiseScale?: number;
        waterTerrains?: Set<number>;
        depth?: number;
        baseY?: number;
        waterCut?: boolean;
        lightDir?: Vector3;
        lightColor?: Color;
        ambient?: Color;
        soilTop?: ColorRepresentation;
        soilDeep?: ColorRepresentation;
        soilPale?: ColorRepresentation;
        topsoil?: ColorRepresentation;
        topsoilDepth?: number;
        waterColor?: ColorRepresentation;
        bandScale?: number;
        bandWobble?: number;
        bandContrast?: number;
        grain?: number;
        deepen?: number;
    }

    Hierarchy (View Summary)

    Index

    Properties

    material?: ShaderMaterial

    Use this material instead of building one. It must accept the aDepth and aWater attributes the geometry carries; easiest is to start from createSkirtMaterial.

    elevationScale?: number

    Must match the terrain's. Defaults to the terrain's own.

    perturbStrength?: number

    Must match the terrain's, or the top edge tears. Defaults to the terrain's own.

    elevPerturbStrength?: number

    Must match the terrain's. Defaults to the terrain's own.

    noiseScale?: number

    Must match the terrain's. Defaults to the terrain's own.

    waterTerrains?: Set<number>

    Terrain indices that count as water, for the MapSkirtOptions.waterCut band. Defaults to the built-in water terrain — pass the same set the water geometry was built with, or a custom liquid palette leaves its coastlines open. Water is identified by terrain, the way the liquid builders do it, not by the cell's water flag.

    depth?: number

    How far the base sits below the lowest ground on the map, in world units. The floor is flat and shared by the whole perimeter, so this is the thinnest the wall ever gets — measured at the map's deepest point. Default 2.

    baseY?: number

    Base Y in world units, overriding the derived one. Use when several maps must sit on one plinth; note that nothing checks the terrain clears it, so too high a value pokes ground through the floor.

    waterCut?: boolean

    Fill the cut from the ground up to the water surface on submerged edge cells. The wall itself always follows the ground, so without this a coastal map edge keeps an open slot between the sea bed and the surface. Default true.

    lightDir?: Vector3

    Match the terrain's, so the wall shades with the ground.

    lightColor?: Color
    ambient?: Color
    soilTop?: ColorRepresentation

    Lighter end of the soil range. Default 0x8a6a45.

    soilDeep?: ColorRepresentation

    Darker end. Default 0x4a3524.

    soilPale?: ColorRepresentation

    The pale sandy layer a minority of bands wash toward. Default 0xb09a72.

    topsoil?: ColorRepresentation

    The dark line directly under the ground surface. Default 0x33261a.

    topsoilDepth?: number

    How thick that line is, in world units. Default 0.35.

    waterColor?: ColorRepresentation

    Colour of the water cross-section above the sea bed. Default 0x1d3f5c.

    bandScale?: number

    Bands per world unit — higher is finer bedding. Default 1.6.

    bandWobble?: number

    How much the layers wander off level, in world units. Default 0.5.

    bandContrast?: number

    How far bands stray toward the pale end, 0–1. Default 0.85.

    grain?: number

    Strength of the fine surface grain, 0–1. Default 0.35.

    deepen?: number

    How fast the soil darkens with depth, per world unit. Default 0.08.